Using the Quick-Play Guide
The Quick-Play Guide is an easy-to-use
adventure guide that allows GMs to run a
fully fleshed-out session using any system
with less than five minutes of preparation
(or even on the fly!). It includes a Quick-
Play Summary providing general
adventure information, a keyed map, and
Quick-Look Boxes for each area. Each
Quick-Play Guide also includes an OSR-
compatible Area Reference with all the
relevant mechanical information for each
area, such as monster stats and skill
requirements. If you’re not playing an OSR-
style game, the Quick-Play Guide also
provides a blank Area Reference which
allows the GM to rapidly fill in all the
necessary data for each area using their
favorite rulebook, making this single bit of
prep as painless as possible.
Reading the Quick-Play Summary
Quick-Play Summaries provide some useful
“tags” that allow the GM to easily find a
suitable adventure for his group. Each
Quick-Play Summary contains the following
information:
ADVENTURE TITLE
Recommended party level.
Locale.
Quest type.
Monster theme.
Optional Quick-Play story hook for zero-
prep play.
Reading the Quick-Look Box
Quick-Look Boxes provide GMs with all the
important stuff they need to run the
adventure, without requiring them to slog
through descriptive “read-aloud” text and
other unnecessary information. Quick-Look
Boxes are composed of up to six
categories:
MAP KEY AND AREA NAME
Interesting features of the area.
Enemies present or nearby.
Traps and other dangers.
Loot.
Secrets, puzzles, and other hidden
information.
With a single glance, the GM gets all the
information he needs to flesh out a scene
and to understand the challenges the
players will face.
CRYPT OF THE GARGOYLE KING
Level 1-3
Ruins
Fetch Quest
Undead
Elderly town priest Father Alwyn has
recently learned of the existence of an
ancient tome of dark necromantic
magic, The Damned Scriptures of
Telchark. The rumors say that it lies in the
long-forgotten tomb of Bosa, “The
Gargoyle King.” Alwyn has begged you to
retrieve the book so that it may be
destroyed before it falls into the wrong
hands.
Door
Chest
Statue
Locked
Door
Trap
1: ANTECHAMBER
“Stay right” scrawled in Goblin on W wall.
Kicked-up dust impairs vision. Several
corpses of would-be goblin looters
scattered throughout main room.
3 Rot Grubs hidden in goblin corpses.
Camouflaged Pit Trap: 15’ deep.
Chest: Amethyst (84gp), Bullwhip.
Corpses: 32cp.
2: STATUE ROOM
Large demonic statue holding silver
sword inscribed with ancient runes.
Corpses of goblins as well as humanoids
in black robes. Lit by blue light with no
visible source.
2d4 Zombies rise if party approaches
statue.
Poison Needle Trap in S door lock.
Successfully deciphering sword’s magic
runes allows wielder to Turn Undead as
Level 1 Cleric.
3: GARGOYLE KING’S TOMB
Walls are lined with human skulls - dim
blue flames burn in their eye sockets.
Sarcophagus lies at S end of room. Lid is
made of intricately carved stone.
Gargoyle King (Wight) attacks if
sarcophagus is opened.
Quest object hidden in lid of
sarcophagus. If lid is opened, item is
easily seen from underside.
Panel of carved skulls can be removed
from top of lid to get item. Difficult to
notice, easy to remove.
1: ANTECHAMBER
ROT GRUB (3)
DAMAGE:
HP:
SPEED:
AC:
SPIKED PIT TRAP
2: STATUE ROOM
ZOMBIES (2d4)
DAMAGE:
HP:
SPEED:
AC:
POISON NEEDLE TRAP
3: GARGOYLE KING’S TOMB
WIGHT – GARGOYLE KING
DAMAGE:
HP:
SPEED:
AC:
1: ANTECHAMBER
ROT GRUB (3)
DAMAGE: N/A
HP: 1
SPEED: 10’
AC: 9
Burrow into living flesh, killing victim in 1d3x10
minutes if not stopped. Fire must be
immediately applied to entry site to kill a
burrowing rot grub, inflicting 1d6 damage
upon its inhabitant. Cure Disease will kill any
rot grubs in a victim’s body.
PIT TRAP
15’ deep: 2d6 falling damage.
2: STATUE ROOM
ZOMBIES (2d4)
DAMAGE: 1d8
HP: 2d8 (9)
SPEED: 120’
AC: 8
Attack last every round. Immune to Charm
and Sleep spells.
POISON NEEDLE TRAP
If not detected and disabled, character
must save versus poison or die.
3: GARGOYLE KING’S TOMB
WIGHT – GARGOYLE KING
DAMAGE: Drain
HP: 3d8 (13)
SPEED: 90’
AC: 5
The Wight can drain 1 level of experience
from a PC by touching them. If a character is
reduced to level 0 he dies, and in 1d4 days
becomes a Wight. May only be harmed by
magic weapons, spells, and silver weapons.
Immune to Sleep and Charm spells.